Teach
Classroom games
Hosting needs the online service
Ball League
Two teams play small-sided goal ball, and every correct answer fuels the players.
- Teams
- Movement
- 8 min
- Big screen
How it plays
Students steer their player with a joystick or the keyboard. Correct answers build stamina for sprints and kicks, and three in a row earns a power shot. Everyone takes turns: after a shift on the pitch, the teammate who has waited longest comes on.
Banner Claim
Two teams race to carry the other team’s banner home and hold the zones.
- Teams
- Movement
- 12 min
- Big screen
How it plays
Students are split into Ember and Tide. They move around a shared arena to tag rivals, grab banners, score them at their base and stand in zones to claim them. Every correct answer earns energy for tags, grabs and sprints; quick answers and streaks earn a bonus for a guard. Students steer with a joystick, arrow keys or WASD.
Bastion Waves
Build emitters beside the road and hold the bastion against waves of creepers, powered by correct answers.
- Co-op
- Strategy
- 10 min
- Big screen
How it plays
Correct answers earn energy to raise emitters and upgrade them; quick answers earn bonus tokens and streaks earn barrier charges. Students steer a build cursor with a joystick or the keyboard, or tap a cell, and choose what to build there. The whole class can share one bastion, two squads can defend side by side, or everyone can defend their own.
Beacon Build
The whole class builds one shining mural, tower or treasure map, one correct answer at a time.
- Co-op
- Host-paced
- 12 min
- Big screen
How it plays
Everyone answers the same question. Every correct answer adds a piece to the shared build on the main screen, and banks energy to place a bonus piece after the reveal. Finish the build before the questions (or the optional class clock) run out. Nobody is ranked: it is a team win.
Council Realm
Answer questions to fill your realm’s treasury, then vote on decrees that help it grow.
- Self-paced
- Teams
- 20 min
- Big screen
How it plays
Every correct answer adds influence, coins and provisions to your realm’s shared treasury. Each round your council reads a public decree, votes on what to do with its costs and gains in plain sight, and your teacher resolves the round. Realms that fall behind get a little extra help, so everyone stays in the game.
Deep Delve
A co-op cave crawl: the whole class gathers crystals together, powered by correct answers.
- Co-op
- Movement
- 6 min
- Big screen
How it plays
Everyone explores one shared cave with a joystick or the keyboard. Correct answers earn energy for gathering ore, patching up and lighting a lantern, and quick answers earn material for a glow burst that sends nearby drifters away. A scholar who gets bumped too often sits down until a teammate helps them up. Together the class outlasts every wave.
Escape Crew
The whole class works as one crew to escape a puzzle room.
- Co-op
- Movement
- 12 min
- Big screen
How it plays
Every correct answer gives a student a step to walk and a little energy. Energy opens doors, calms hazards and powers devices. Anyone standing beside an objective can use it for the crew, and when the exit opens the whole class escapes together.
Field Sim
Fish, farm and gather in a shared meadow, powered by correct answers.
- Self-paced
- Movement
- 10 min
- Big screen
How it plays
Everyone walks around one meadow. Every action costs energy, and only correct answers earn it: a correct answer gives energy and bait, every third correct answer in a row gives a seed packet, and a quick answer gives a tool. Fish at the pond, plant and harvest crops on the soil, and pick blooms in the groves. The most harvested at the end wins. Students steer with a joystick, arrow keys or WASD.
Last Scholar Standing
One-on-one answer duels in a bracket — the last scholar standing takes the crown.
- Duels
- Bracket
- 15 min
- Big screen
How it plays
Every correct answer earns energy to strike a duel opponent; fast answers and streaks earn sparks for shields. Duel winners advance when you start the next round from the main screen. Base rush turns it into a two-team race instead.
Mastery Trail
Self-paced practice where missed questions come back until they stick.
- Self-paced
- Mastery
- 15 min
How it plays
Each student works through their own trail. Misses are requeued for another try, and every few answers form a checkpoint to pass.
Memory Pairs
Answer questions to earn flips, then find the matching pairs on your own hidden board.
- Self-paced
- Study
- 10 min
How it plays
Every correct answer earns a flip. A flip turns over two tiles: matches stay face up for 500 points, misses turn back so you have to remember where things are. Prefer plain question play? Switch to a flashcard race, a calm accuracy run, or a class goal where everyone’s correct answers add up together.
Precision Lab
Accuracy beats speed: every correct answer is worth the same.
- Host-paced or self-paced
- Calm
- 10 min
How it plays
No speed bonus, so careful thinkers are never punished. Run it together on the main screen or let students work at their own pace.
Risk Vault
Answer to fill your satchel, then decide how much to bank, shield or risk.
- Self-paced
- Strategy
- 12 min
- Big screen
How it plays
Every correct answer adds points to your satchel and earns energy, coins and bait. Use them to collect more, bank points into the safe vault, raise a shield, cast for catches or open a mystery crate. If your teacher allows it, you can also take a few points from a classmate’s satchel — banked points are always safe.
Signal Board Bowl
Teams race to buzz in on a big board. The fastest buzzer answers; a miss opens a steal.
- Teams
- Buzzers
- 20 min
- Big screen
How it plays
You pick a card on the main screen and read the question. Students buzz on their devices; the first buzz of the class gets the question and answers on their own screen. A correct answer wins the card for their team, a miss lets the other teams steal it, and a fixed-point final question closes the game.
Spark Arena
A friendly arena duel where every correct answer loads your next shots.
- Self-paced
- Movement
- 8 min
- Big screen
How it plays
Students move around a small arena and fire snowpuffs, light pulses and push waves at each other, alone or in two teams. Every correct answer earns two shots, and three in a row earns energy for a push wave. A hit is one point and a knockout is three. Students steer with a joystick, arrow keys or WASD and tap the arena to aim.
Speed Circuit
Everyone answers the same question — quick, correct answers earn the most.
- Host-paced
- Quiz-first
- 10 min
- Big screen
How it plays
Questions appear on the main screen and every device at once. Correct answers score 1,000 plus a speed bonus, and streaks add extra.
Spotlight Minis
Answer at your own pace to load shots, then everyone plays a quick mini on the big screen.
- Self-paced
- Projector
- 12 min
- Big screen
How it plays
Students answer their own questions; every correct answer loads a shot. Start a Spotlight from the main screen and each student with a shot plays one 2 to 8 second mini: aim a hoop, tap the lit square, time a launch. Points come from correct answers, with a small bonus for each mini that scores.
Sprint Relay
Every correct answer is a stride — race to the finish line solo or as relay teams.
- Self-paced
- Race
- 10 min
- Big screen
How it plays
Each correct answer moves your runner forward; quick answers and streaks earn longer strides, and runners who fall behind get a small catch-up boost. In relay mode only the teammate holding the baton answers, and a correct answer passes it to the next leg.
Squad Sync
Teams talk it over, then everyone answers — the squad score pools.
- Teams
- Discussion
- 15 min
- Big screen
How it plays
Students are dealt into teams. Each question opens with a short discussion window, then everyone answers; every member’s points add to the team.
Summit Climb
Race up a mountain of ledges where every jump is earned by answering.
- Self-paced
- Movement
- 8 min
- Big screen
How it plays
Everyone climbs the same mountain. You run left and right, and each jump uses a jump charge. A correct answer earns one charge, a quick correct answer earns two, and every third correct answer in a row earns a recovery that puts you back on your last checkpoint if you fall. The first climbers to reach the summit earn a bonus. Students steer with a joystick, arrow keys or A and D, and jump with Space.
Tag Shift
A live chase where correct answers power your sprint and shield.
- Self-paced
- Movement
- 10 min
- Big screen
How it plays
Everyone moves on a shared arena. Chasers tag runners, and runners score for every second they stay free. Each correct answer earns energy for a sprint; fast answers and streaks earn shields that block a tag. Students steer with a joystick, arrow keys or WASD.
Workshop Economy
Answer to earn coins, then upgrade your workshop and fill orders between questions.
- Host-paced
- Strategy
- 15 min
- Big screen
How it plays
Everyone answers the same question. Correct answers earn coins, materials and energy. After the reveal, put them to work: upgrade your workshop so it produces more, fill orders with your materials, and collect what your workshop made. Coins you earn all count toward your score, so using them never costs you points.
Arcade Labs
Classic two-player board games for one device — free play with no questions, nothing saved online.